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[require]
GL >= 3.3
GLSL >= 3.30
GL_ARB_shader_storage_buffer_object
GL_ARB_shader_atomic_counters
GL_ARB_shader_atomic_counter_ops
GL_INTEL_shader_atomic_float_minmax
[vertex shader passthrough]
[fragment shader]
#version 330
#extension GL_ARB_shader_storage_buffer_object: require
#extension GL_ARB_shader_atomic_counters: require
#extension GL_ARB_shader_atomic_counter_ops: require
#extension GL_INTEL_shader_atomic_float_minmax: require
layout(binding = 0, std430) buffer bufblock {
float value;
};
/* GL_ARB_shader_atomic_counters requires at least 8 total counters. */
layout(binding = 0) uniform atomic_uint mask[7];
layout(binding = 0) uniform atomic_uint fail;
out vec4 color;
const uint max_index = uint(mask.length()) * 32u + 31u;
void main()
{
uint x = uint(gl_FragCoord.x);
uint y = uint(gl_FragCoord.y);
uint local_index = y * 32u + x;
float new_value = (x < 32u && y < uint(mask.length()))
? 0.5 * float(local_index) : 3e10;
float f = atomicExchange(value, new_value);
uint i = uint(f * 2.);
uint bit = i % 32u;
int c = int(i / 32u);
uint m = 1u << bit;
if (i <= max_index) {
/* If the bit was already set, the test fails. */
uint r = atomicCounterOrARB(mask[c], m);
if ((r & m) != 0u)
atomicCounterIncrement(fail);
if (bit == local_index)
atomicCounterIncrement(fail);
color = vec4(0.0, 1.0, 0.0, 1.0);
} else {
color = vec4(0.0, 0.0, 1.0, 1.0);
}
}
[test]
atomic counters 8
ssbo 0 32
ssbo 0 subdata float 0 3e10
clear color 0.5 0.5 0.5 0.5
clear
draw rect -1 -1 2 2
probe atomic counter 0 == 4294967295
probe atomic counter 1 == 4294967295
probe atomic counter 2 == 4294967295
probe atomic counter 3 == 4294967295
probe atomic counter 4 == 4294967295
probe atomic counter 5 == 4294967295
probe atomic counter 6 == 4294967295
probe atomic counter 7 == 0
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